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#include "api/api.hpp"
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#include "backend.hpp"
#include "fiber_pool.hpp"
#include "looped/looped.hpp"
#include "script.hpp"
#include "thread_pool.hpp"
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namespace big
{
void backend::loop()
{
g->attempt_save();
looped::system_update_pointers();
if (g_local_player != nullptr && !api::util::signed_in())
{
g_thread_pool->push([]
{
looped::api_login_session();
});
}
QUEUE_JOB_BEGIN_CLAUSE()
{
looped::hud_transition_state();
}QUEUE_JOB_END_CLAUSE
QUEUE_JOB_BEGIN_CLAUSE()
{
looped::rgb_synced_fade();
looped::rgb_synced_spasm();
}QUEUE_JOB_END_CLAUSE
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QUEUE_JOB_BEGIN_CLAUSE()
{
looped::tunables_disable_phone();
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looped::tunables_no_idle_kick();
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}QUEUE_JOB_END_CLAUSE
QUEUE_JOB_BEGIN_CLAUSE()
{
looped::self_clean_player();
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looped::self_free_cam();
looped::self_godmode();
looped::self_invisibility();
looped::self_no_ragdoll();
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looped::self_off_radar();
looped::self_police();
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looped::self_super_run();
}QUEUE_JOB_END_CLAUSE
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QUEUE_JOB_BEGIN_CLAUSE()
{
looped::session_local_time();
}QUEUE_JOB_END_CLAUSE
QUEUE_JOB_BEGIN_CLAUSE()
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{
looped::player_never_wanted();
looped::player_spectate();
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}QUEUE_JOB_END_CLAUSE
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QUEUE_JOB_BEGIN_CLAUSE()
{
looped::self_noclip();
}QUEUE_JOB_END_CLAUSE
QUEUE_JOB_BEGIN_CLAUSE()
{
looped::weapons_ammo_special_type();
looped::weapons_cage_gun();
looped::weapons_delete_gun();
looped::weapons_force_crosshairs();
looped::weapons_gravity_gun();
looped::weapons_increased_damage();
looped::weapons_infinite_ammo();
looped::weapons_infinite_mag();
looped::weapons_no_recoil();
looped::weapons_no_spread();
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looped::weapons_repair_gun();
looped::weapons_steal_vehicle_gun();
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looped::weapons_vehicle_gun();
}QUEUE_JOB_END_CLAUSE
QUEUE_JOB_BEGIN_CLAUSE()
{
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looped::vehicle_despawn_bypass();
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looped::vehicle_drive_on_water();
looped::vehicle_god_mode();
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looped::vehicle_horn_boost();
looped::vehicle_is_targetable();
looped::vehicle_rainbow_paint();
looped::vehicle_speedo_meter();
}QUEUE_JOB_END_CLAUSE
QUEUE_JOB_BEGIN_CLAUSE()
{
looped::vehicle_ls_customs();
}QUEUE_JOB_END_CLAUSE
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}
}